Crafting Resources | Star Wars Galaxies Restoration

Crafting Resources

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    External Resources

    There are several websites that track current and historical resource spawns in Restoration III. Each of these websites share information and, therefore, they contain the same list of resources that are available. Resource tracking is managed by players through these websites for the benefit of the Restoration III community. Any player may update resource information to help the community.

    SWG Aide

    • The SWG Aide website is the primary website used by players for adding and depleting resource spawns, which are then shared with the other websites.
    • The SWG Aide site features a desktop application that includes: reporting resources as received from interplanetary survey droids; harvester tracking; inventory tracking; schematics; a crafting test bench; and resource alerts. The desktop application is minimally supported for updates or bug fixes. The desktop application still remains a highly useful tool, however, it is missing several crafting schematics and it does not have correct caps for steel conductivity (CD) that is specific to Restoration III and schematics that include steel CD stats should be used with caution for this purpose.

    SWG Tracker

    • The SWG Tracker website is a website designed and managed by a dedicated team of Restoration III players with new features added regularly. The website contains many schematics that are missing on other websites and resource calculation corrections that are required due to a difference in steel's cap for conductivity in Restoration III; therefore, this website is heavily used by crafters to ensure that they are collecting and using the best resources in the galaxy for their schematics.

    SWG Craft Project
    • The original and longest running resource tracking website. The website has many features that are now present in the newer websites, however, it still has some capabilities that are unique such as historical resource data exporting.


    Overall List

    • Overall Quality (OQ) - Most utilized quality in the game, vast majority of schematics use this quality (but not all)
    • Conductivity (CD) - Generally used in items that have electronics in them
    • Cold Resistance (CR) -
    • Decay Resistance (DR) - Filling of foods
    • Flavor (FL) - Duration of foods
    • Heat Resistance (HR)
    • Malleability (MA)
    • Potential Energy (PE) - Potency of energy used for harvesters/factories, quantity of foods
    • Shock Resistance (SR) - Generally used in items that will take a beating like armor, weapons, or vehicles
    • Unit Toughness (UT) - Also generally used in items that will take a beating like armor or weapons

    Common Qualities By Profession

    • Architect
      • SR/UT/HR (BER)
      • UT/MA (Storage)
      • CD (Crafting Stations)
    • Armorsmith
      • OQ/SR (Layers, Cores)
      • OQ/CD & OQ/UT (PSGs)
    • Artisan
      • OQ/CD (Components)
      • SR (Vehicles)
    • Bio-Engineer
    • Chef
      • OQ/FL (Flavor - Duration of Food)
      • OQ/PE (Nutrition - Effect of Food)
      • PE/DR (Quantity)
      • OQ/DR (Filling)
    • Droid Engineer
      • OQ/CD (Combat, Armor, Storage, Harvest, etc Modules)
    • Shipwright (many... incomplete)
      • Chassis
        • OQ/SR/UT/MA (Chassis Mass)
        • OQ/SR/UT/HR (Chassis HP)
      • Components
        • OQ/UT (Mass, Armor, Hitpoints)
        • OQ/CD/PE (Accel, Speed, Booster Recharge)
        • OQ/PE (Effectiveness, Shield, Damage, Refire)
        • OQ/CD (EPS, Energy Maintence, Shield Recharge)
    • Tailor
      • N/A
    • Weaponsmith
      • OQ/CD (Weapon Cores)
      • OQ/SR (Subcomponents and Skins)


    Resources can be acquired on all the planets in the galaxy. A resource will spawn and deplete (disappear) on one or several planets at the same time. When a player finds a new spawn or a resource that is depleted, they can add that information into the resource tracking website. Resources will appear or deplete on a random schedule throughout the week, so players must be vigilant to monitor the resource websites for new spawns. Each new resource will be given a unique name and will only appear once (i.e. no respawning of old resources). Resources will be available for collecting anywhere from 6-21 days, with typical durations observed provided below.

    Spawn Durations

    • Non-JTL Inorganics: 6 to 10 days
    • Organics: 6 to 21 days
    • JTL resources: 13 to 21 days

    Spawn Concentrations

    • Many high concentrations of 90%+
      • JTL resources
      • Chemicals
      • Inert Gas
    • Some high concentrations, but many in the 80's:
      • Non-JTL Minerals (except Ore)
      • Non-JTL Reactive Gas
      • Flora
    • Low concentrations up to 70's but typically in 60's or 50's:
      • Non-JTL Ore
      • Water
      • Wind Energy
      • Solar Energy

    Collection Method

    Harvesters can be placed on:
    • Corellia
    • Dantooine
    • Dathomir
    • Endor
    • Naboo
    • Lok
    • Rori
    • Talus
    • Tatooine
    • Yavin IV

    Hand sampling only on:
    • Kashyyyk
    • Mustafar

    Base Extraction Rate

    Base Extraction Rate (BER) is the rate at which a harvester will collect resources per minute.

    Calculated as:
    • [Resource per Minute] = (Server Multiplier) * (Resource Concentration) * (Harvester BER)
    As an example, for Restoration III, on a 85% spawn, with a BER 14 this would be:
    • [17.85 per minute] = (1.50) * (0.85) * (14)
    • This means a BER 14 harvester (a harvester with a base rate of 14 units per minute) taking into account the resource concentration where you are harvesting and the server multiplier would yield an actual extraction rate of 17.85 units per minute. This would be 25,704 units per day.

    Resource Types

    Master Types

    (Broken out differently for ease of reading)

    • Ferrous (Steel & Iron)
      • Steel (14 types)
        • Highest potentials: Carbonite, Duralloy, Hardened Arveshium (JTL), Crystallized Bicorbantium (JTL), Mustafarian
      • Iron (10 types)
        • Highest potentials: Doonium, Kammris, Mustafarian
    • Non-Ferrous (Aluminum & Copper)
      • Aluminum (9 types)
        • Highest potentials: Link-Steel, Pervoskitic (JTL), Phirik, Mustafarian
      • Copper (12 types)
        • Highest potentials: Planitite, Polysteel, Conductive Borcarbitic (JTL), Mustafarian
    • Igneous (Extrusive & Intrusive)
      • Extrusive (11 types)
        • Highest potentials: Quadrenium, Vintrium, Mustafarian
      • Intrusive (10 types)
        • Highest potentials: Ionite, Katrium, Mustafarian
    • Sedimentary (Carbonate & Siliclastic)
      • Carbonate (8 types)
        • Highest potentials: Varium, Zinsiam
      • Siliclastic (8 types)
        • Highest potentials: Robindun, Fermionic (JTL), Tertian
    • Amorphous Gemstone (12 types)
      • Highest potential: Bal'ta'ran Crystal / Mustafarian
    • Crystalline Gemstone (10 types)
      • Highest potential: Vertex Crystalline / Mustafarian
    Solid Petrochem Fuel
    • Solid Petrochem Fuel (8 types) - Mineral
      • Cannot be used for powering harvesters
      • Highest potential: Class 7 / Mustafarian

    • Liquid Petrochem Fuel
      • 8 types (all the same)
    • Inert Petrochemical
      • Lubricating Oil
      • Polymer
    • Fiberplast
      • Planet-specific
    • Reactive Gas (9 types)
      • Highest potential: Tolium, Organometallic (JTL), and Mustafarian
    • Inert Gas (13 types)
      • Highest potential: Rethnin
    • All are planet-specific
    • All are planet-specific
    • Solar
      • Can be used to power harvesters/factories
    • Wind
      • Can be used to power harvesters/factories
    • Geothermal
      • Can be used to power harvesters/factories
    • Radioactive (9 types)
      • Can be used for powering harvesters
      • Highest potential: Class 7 / Mustafarian / High Grade Polymetric Radioactive (JTL)

    Flora Food
    • All are planet-specific
    • Cereal
      • Corn (Domesticated & Wild)
      • Rice (Domesticated & Wild)
      • Oats (Domesticated & Wild)
      • Wheat (Domesticated & Wild)
    • Seeds
      • Vegetables
        • Greens
        • Beans
        • Tubers
        • Fungi
      • Fruit
        • Fruits
        • Berries
        • Flowers

    Flora Structural
    • All are planet-specific
    • Hard Wood
      • Deciduous
    • Soft Wood
      • Conifer
      • Evergreen

    Creature (Food and Structural)
    • All are planet-specific
    • Food
      • Milk (Domesticated & Wild)
      • Meat
        • Domesticated
        • Wild
        • Herbivore
        • Carnivore
        • Reptilian
        • Avian
        • Egg
        • Insect
        • Seafood
    • Structural
      • Bone
        • Animal
        • Avian
      • Horn
      • Hide
        • Wooly
        • Bristly
        • Leathery
        • Scaley

    Jump to Lightspeed (JTL)

    These resources are popular due to generally higher quality caps and the long durations they spawn for (up to 21 days). Their range of qualities typically goes from 1-1000 so the theoretical maximum is higher than other resources, but in a year there may only be ~20 or so different spawns. These spawns also only occur on one planet at a time.
    • Crystalized Bicorbantium Steel
    • Hardened Arveshium Steel
    • Perovskitic Aluminum
    • Conductive Borcarbitic Copper
    • Gravitonic Fiberplast
    • Unstable Organometallic Reactive Gas
    • Fermionic Siliclastic Ore
    • High Grade Polymetric Radioactive.


    These resources typically have higher minimums and maximum qualities and therefore a higher likelihood of being a top-tier resource.. However, they may not be harvested for - only hand sampled.

    Asteroid Resource

    Asteroid Types Organized by Asteroid:

    Asteroid Types Organized by Planet:

    • Corellian: Iron 1x, Silicaceous x4
    • Endor: Ice 3x
    • Dantooine: Acid 2x, Methane 2x
    • Dathomir: Crystal 3x,
    • Karthakk (Lok): Organometallic 2x, Obsidian 3x
    • Kashyyyk: Methane, Organometallic
    • Kessel: Diamond 3x
    • Naboo: Sulfuric 3x, Carbonaceous 2x
    • Tatoo: 5x Iron
    • Yavin: Cyanomethanic 3x, Petrochemical 2x

    Resource Recycling

    There are five resource recyclers available (Chemical, Creature, Flora, Metal, and Ore). No gas recycler is available. Recyclers are made by Droid Engineers using looted components and resources. A recycler reprocesses the resource into a generic class with a generic name (e.g. Smelted Copper) and all resource stat attributes are set at 200. Recycling is useful where quality is not an concern, generic resources are sufficient, and you want to combine several different resources of the same type into a common generic resource. This is especially useful for making factory batches where large quantities are necessary and quality doesn't matter.

    For example, Architects schematics require large amounts of low quality resources. Architects can collect large amounts of Fermionic Siliclastic Ore due to the higher spawn concentrations possible with JTL resources. The architect can then combine multiple siliclastic ores (fermionic or other siliclastic types) into a low grade siliclastic ore. The processed low grade siliclastic ore is then used in making a factory schematic. This process allows great flexibility in resource use as factory schematics requires the exact same resource to manufacture the items.

    In summary, resource recycling is an essential tool to be an effective crafter. It allows the combination of small batches of resources into larger quantities that are useful in low quality schematics. Save the galaxy, please Recycle! Your local crafters will appreciate you for it.

    Quality Caps

    From SWGAide desktop application.

    Ferrous Metal - Steel & Iron

    Non-Ferrous Metal - Copper & Aluminum









    SoloWest, June 2022 (updated Aug 2022 by Morda